GAME OF THRONES THE CARD GAME 2ND EDITION

 




OBJECTIVE OF GAME OF THRONES THE CARD GAME 2nd EDITION: The objective of Game of Thrones The Card Game 2nd Edition is to win 15 power points before your opponent does.

NUMBER OF PLAYERS: 2 to 4 (6 with a second core set, or deluxe extensions)

MATERIALS: 

Core set materials:

  • 192 player cards
  • 8 Faction cards
  • 28 Plot cards
  • 30 Power tokens
  • 30 Gold tokens
  • 10 Influence tokens
  • 1 first player tile
  • 6 Title cards (to play with more than 2 players)

TYPE OF GAME: strategic expert card game

AUDIENCE: teen, adult


OVERVIEW

In Game of Thrones: The Card Game, join the houses of Stark, Lannister, Targaryen, Baratheon, Greyjoy, Martell as they seek to seize the Iron Throne.

Game of Thrones: The Card Game is a game of intrigue, politics, betrayals and battles based on the novels of George R.R. Martin.

Each player embodies one of the factions that seek to influence and control the Iron Throne in order to seize power in Westeros. Each player has two decks of cards: a deck of draw cards, which feeds the forces at his disposal, and a deck of plots, which is used to develop a long-term strategy.

As the game progresses, players engage in military battles, court plots and power struggles until one of them is victorious.

This second edition was released in 2015 and is mostly identical to the first edition released in 2002. However, it has been slightly simplified, with a few rules being modified or removed, and all the cards have been redesigned, which makes this second edition a game on its own that cannot be combined with the first edition.

SETUP

Each player chooses a faction, which can be one of the 6 main houses or a neutral faction, and a deck from that house. A deck consists of:

  • a House card, displaying the symbol of the chosen house
  • an Agenda card (optional), which modifies certain rules in a global way
  • a deck of at least 60 cards
  • a deck of plots, of exactly 7 cards

Each player places his two decks in front of him, along with his house card, and then draws 7 cards from his draw deck. From these 7 cards he chooses any combination of Character, Attachment or Location cards whose total cost does not exceed 8, which will constitute his starting strength. He places them in front of him, face down. When each opponent has done the same, the players reveal their set-up cards, then complete their hand until they have 7 cards again.

Notes:

  • Only one card with the “Limited” keyword may placed by each player during the setup
  • Before placing his setup cards, each player may declare a single Mulligan if he has not a decent starting hand (for example, no characters or no locations is quite risky as a starting hand); if he does so, he shuffles his 7 cards with his deck and draws 7 new cards
  • In the Core Set of the game four starter decks are provided but don’t respect some of the deckbuilding rules (they have less than 60 cards and do not respect the Loyal rule)
Example of a 2 player game setup, Targaryen against Lannister.

GAMEPLAY

Types of cards

House cards indicate the house controlled by each player. There is also a Neutral House card, which does not actually correspond to any house.

Agenda cards are strategic cards that profoundly change the way a deck works. A player can usually have one and only one Agenda card, placed next to his House card.

Plot cards are strategy cards that allow the player to momentarily influence the course of the game for the duration of a turn. A player must have exactly 7 Plot cards. Each Plot card has: 우리카지노

  • in its top left corner, 3 icons representing, from left to right, the player’s income, initiative and claim (i.e. the damage he inflicts during challenges)
  • in its bottom right corner, an icon representing the player’s reserve (i.e. the number of cards he is allowed to have in hand at the end of the turn when the plot is played)
  • a text describing the plot’s effect, which may be permanent, triggered immediately (in which case it will be marked “when revealed”) or triggered subject to conditions (indicated in the text of the effect)

The Character, Location, Attachment and Event cards make up the player’s draw deck.

Characters, Locations and Attachments are permanent cards and have a recruitment cost in the top left corner, which must be paid in gold during the Marshalling phase of their owner. Conversely, Event cards are immediate-effect cards that can be played directly, including during other players’ turns, under certain conditions specified on the card.

The Characters:

  • have a Strength value (shield icon), used during challenges and hegemony
  • may have icons corresponding to the three types of confrontation that can take place: military, power and intrigue
  • may have virtue icons (bottom right) used by some card effects: Warrior (crossed swords), Noble (ring), Scholar (open book) and Mystic (chalice).

Attachments are cards representing objects, conditions or other situations that apply to a Character or Location (or more rarely other types of cards). An Attachment is placed under the card to which it is attached.

Permanent cards also have a House icon with or without a small parchment placed under it. A card with such a parchment under its house symbol is Loyal and thus cannot be used in a deck whose House card is different from the card’s house symbol.

Other icons in the text box of the permanent cards:

  • Gold: the value indicated represents an income bonus at the beginning of the Marshalling phase.
  • Initiative: the value indicated in the diamond represents a bonus applied when determining the initiative in the Plot phase.

Course of the game round

A game round is divided into 7 successive phases

  1. Plot phase
  2. Draw phase
  3. Marshalling phase
  4. Challenges phase
  5. Dominance phase
  6. Standing phase
  7. Taxation phase

1. Plot phase

Each player consults his pile of plots freely and secretly chooses a plot to activate during the turn. When all players have chosen, the plots are revealed simultaneously:

  • the plot revealed by each player is placed on top of his pile of used plots
  • the player with the best initiative (that of his plot + plus that of his other cards in play) chooses who will be the first player in the round (in case of

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